Remedy: Lessons have been learnt from developing Alan Wake

Remedy managing director Matias Myllyrinne has said that the developer has learnt lessons from the development of Alan Wake, and that it will use what it learnt from that with future projects.

Myllyrinne told Edge (via CVG) that the Finnish developer has learnt “how to get faster from point A to point D without necessarily going through point B and C” while making Wake 1.

“We’ll continue to make mistakes, but I think we won’t make the same mistakes,” he said. “You’re supposed to fuck up every now and again, and if you’re not making mistakes, you’re pretty much not taking enough risks.

“I think that’s perfectly fine and we want to embrace that: everyone’s allowed to fail here at what they do, and I think that’s part of the safety net that allows people to try harder and push themselves.”

Myllyrinne adds that it is without fault and probably will end up making mistakes. But its with making said errors that will land Remedy in “a cool and interesting place once again.”

He goes on further to say that, with hindsight, a “tightly-paced thrill ride” was the much better option than a sandbox title.

“Those moments that we had in development when you’re supposed to have a dramatic moment, if you’re not controlling the pacing, the player’s turning up to a scene in a monster truck and you’re going: ‘Okay… it’s supposed to be a dramatic love scene, the characters are going through serious marital issues’, and yet the player comes jumping over logs with a frigging monster truck.”